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Posted (edited)

Will be hosting a 5v5 test this Saturday and Sunday (21st and 22nd) at 1230PM Eastern Time (EST) both days. PM via Mapcore for any info if you are interested, currently trying to find possible changes that need to be made to the layout before adding serious details.

 

Edit 2/20/15: Looks like a few folks are available for Sunday, with a big update on the way this is going to be an interesting play test.

Edited by Andre Valera
Posted

Will be hosting a 5v5 test this Saturday and Sunday (21st and 22nd) at 1230PM Eastern Time (EST) both days. PM via Mapcore for any info if you are interested, currently trying to find possible changes that need to be made to the layout before adding serious details.

12:30 seems pretty late, but I'd be very interested in feeling the layout and theme of this map. 

Posted

Bridge is currently OP:

 

- gives a massive advantage to CTs as you cannot block their view down to the B enterances with smokes easily. I suggest adding a partial back wall to this to make landing nades easier.

-cover up parts of the overpass too to make CTs positioning more predicatable. Ts should have a good idea where to aim considing the angling is already uncomfortable for them. Maybe cover up with sinage ala below:

 

http://1.bp.blogspot.com/_-pqrQDrwPkE/TBHZkUHhIiI/AAAAAAAAI-U/yqazK0cGZ00/s1600/ped-overpasses.jpg

 

- Remove the vent and replace with a alleyway- a tight but straight downstair. The vent is a bit twisty and I don't think it fits the theme that well. Make it relativity easy for Ts to smoke mid and enter (maybe a sign midway to bounce it off of?)

 

-Fix the spawns :)

Posted (edited)

https://drive.google.com/file/d/0B2JGQksdihzvb1M1N0g0ZDBiWkE/view?usp=sharing

 

Here's the site only if you're interested in taking a look.

There's plenty of ways to smoke the site, and a few more difficult ways to smoke the middle of the bridge. There's also a way to smoke CT side of the bridge if the T's take control of Mid.

http://imgur.com/a/lA2Wi

Edited by Andre Valera
  • 2 weeks later...
Posted (edited)

 

Updated the B site! Currently working on smoothing out the brushes near stairs.

 

https://drive.google.com/file/d/0B2JGQksdihzvSkZ5MjN6bVdwb0k/view?usp=sharing

 

Ahhh, just what I was waiting for :lol:.

Upper part of the bridge looks much cleaner now, more so now than before. I really like what you did with the right side of the bridge (when going up the stairs as T), you can now come out behind it, feels solid and I imagen seeing see alot of close clutches in that area :P

Underpath starting close to T spawn at the beginning of mid, that could be eliminated keeping only the path from middle of mid to B, like in the edit i did below.

 

http://i.imgur.com/ejzsp4A.jpg

Reason being is that the T covering mid can easily/effortlessly rotate to B from T spawn or if the team switches for A site, he'd just jump into vents and be out of sight really fast. To me it feels like an extra path that is not needed since you have one at the middle of mid doing the same thing.

Mid, imo, is a battle of will so to say, (well, every entrance leading somewhere should), but I mean for an awper. For an awper clearing mid forcing T's to peek if they wanna pass tords B, that feels good when you are the one taking care of things not letting them pass (think mid catwalk on Dust2). Now, If you give T's too many escape routes/choices that early in the round/map, things gonna feel bit too easy for the T holding mid and what could have been a great battle @ mid, wouldnt take place. Maps should be abit CT sided since it's the T's that needs to blow shit up, but not as CT sided as de_nuke though, lol.

Regarless, changes to the brigde and site are coming along nicely, keep at it man!

Edited by 8bit
Posted

@8Bit

Excellent suggestion, a few people have mentioned that the Halls from T Mid towards Alt Mid or Lower B Just weren't anything exciting to look at and simply dismissed their existence. Since the T's have the jump towards B initially rotating through the Lower B connector towards Mid could be a substitute for the Alt Mid path that existed originally. Again I'm surprised it took this long to make the change but I appreciate the suggestion, the T's can't always have the easy way out and now it will cost T's a few extra seconds if they decide to try their luck at Mid.

 

@Bodd Jonar 

The memory of those trains still exists in the current versions.

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